Fractal Softworks Forum

Starsector => Mods => Topic started by: celestis on October 22, 2015, 12:53:39 PM

Title: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: celestis on October 22, 2015, 12:53:39 PM
(https://www.dropbox.com/s/2a1y5uoa146rdw3/pbc.png?dl=1)
Pegasus Belt Council - Download (https://bitbucket.org/celestis_celestis/starsector_pbc_mod/downloads/pbc_1_6.7z)

Pegasus Belt Council mod adds a new playable faction with several ships, weapons, systems and missions.
Faction specializes in debuffing or disabling enemies and reducing incoming damage. Designs are mostly midline or high tech.

Mod is currently Work In Progress, a lot of stuff is going to be changed and added.
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) required.

Mod is compatible with Nexerelin.

Pros:
- Decent shields, armour and flux stats
- Useful systems
- Mostly focused firepower designs
- Most ships consume a bit less fuel that their alternatives
Cons:
- Poor mobility (with a few exceptions)
- Usually very vulnerable from rear
- Some systems are too specialized to be good in any situation

Also they feature stasis beams and interdiction hullmod, which can be used to immobilize enemies. This somewhat compensates poor mobility.

Ships
Spoiler
All sprites are non-kitbashed.
Some ships may have a bit different color in game, because I was lazy to upload reworked images.

(https://www.dropbox.com/s/63z2xcx9zej0j7w/pbc_hybris_ftr.png?dl=1)
- [Fighter] Hybris: multirole fighter. Features both close range and medium range weapons.

(https://www.dropbox.com/s/5ed2qtowr2syagx/pbc_hypnos_ftr.png?dl=1)
- [Fighter] Hypnos: special fighter, more like a catcher drone with a gun. Useful as support for a big flagship to deal with fast vessels.

(https://www.dropbox.com/s/g2ws7h9qaf1xyw8/pbc_achlys_ftr.png?dl=1)
- [Fighter] Achlys: medium range fire support fighter. It can deal massive damage if pilots are smart enough to keep diistance from target.

(https://www.dropbox.com/s/7epiostvyaf3q94/ff_orion.png?dl=1)(https://www.dropbox.com/s/stvlt49n1lubpy3/pbc_catcher_drn.png?dl=1)
- [Frigate] Orion: nothing would be worth mentioning about this frigate if it didn't have its catcher drones. While lacking firepower, this ship can be very useful as a support vessel to help immobilizing small threats.

(https://www.dropbox.com/s/9r83md9djb9k2q4/ff_pallas.png?dl=1)
- [Frigate] Pallas: excellent frontal firepower and a cool graviton burst system. While not as mobile as other high-end frigates, it has a system that can help you to get out of trouble.

(https://www.dropbox.com/s/v23zyd2lyeutb5y/ff_centaur.png?dl=1)
- [Frigate] Aura: its EMP device has longer range than standard one, but is less damaging.

(https://www.dropbox.com/s/mdhljky9i4qlfty/pbc_scylla_ff.png?dl=1)
- [Frigate] Scylla: general purpose combat frigate with good overall performance.

(https://www.dropbox.com/s/o97hp8vqt9e59ct/pbc_lyssa_ff.png?dl=1)
- [Frigate] Lyssa: special support frigate with advanced missile launcher. Can easily harrass capital ships with omni shields, but is very vulnerable to other frigates.

(https://www.dropbox.com/s/urgjq7qfw70orgj/7_details.png?dl=1)
- [Personnel transport] Leto: not quite a civilian ship, but that doesn't mean you should have it on the front line.

(https://www.dropbox.com/s/mhaz152y5wudjik/dd_kratos.png?dl=1)
- [Destroyer] Kratos: just a good all-around ship. No particular strengths or weaknesses, can be adjusted to fill many roles.

(https://www.dropbox.com/s/43945resn2alng2/dd_nyx.png?dl=1)
- [Destroyer] Nyx: specifically designed to deal with phase ships. Has a system that increases phase upkeep for nearby vessels.

(https://www.dropbox.com/s/mw4xwis5upkszlj/pbc_moirai_dd.png?dl=1)
- [Destroyer] Moirai: exceptional mobility for PBC ships: has a phase propulsion system and 6 integrated short-range point defence lasers.

(https://www.dropbox.com/s/xrug5rtv510iisi/pbc_theseus_dd.png?dl=1)
- [Destroyer] Theseus: slow but tough ship meant to absorb damage and has a system that can redistribute armour to cover the breaches. Can be a good strike ship too.

(https://www.dropbox.com/s/m1fv2nkza9pcy6o/dd_talos.png?dl=1)
- [Light Carrier] Aidos: not quite good as a carrier (has less bays than a Condor), but can take some beating and has long range anti-missile system. 2 medium energy slots can also help if you manage your flux carefully.

(https://www.dropbox.com/s/bfp7rov1tds1yl3/ca_phobos.png?dl=1)
- [Cruiser] Phobos: good brawler. Very tough and has good slot layout for frontal combat. Can deal with fast targets better than other ships due to its system. Still, as usual, you should watch your back.

(https://www.dropbox.com/s/a27ayxuz06p7boa/ca_gaia.png?dl=1)
- [Support Cruiser] Gaia: combination of large energy and missile slots can be handy in many situations, but the ship doesn't have pd coverage or stats to participate in direct combat. PD drones can still save you if things heat up.

(https://www.dropbox.com/s/nsjer252vwlnxxk/ca_aether.png?dl=1)
- [Light Cruiser] Aether: advanced EMP emmiter can disable unshielded enemies better than ever. Also you have excellent 360 degree shield to drive between enemy lines for mass damage.

(https://www.dropbox.com/s/gznh5szt8ag4ihq/pbc_gration_ca..png?dl=1)
- [Cruiser] Gration: unshielded fast cruiser with outstanding firepower and defences.

(https://www.dropbox.com/s/n0m2fr8bfzv87on/pbc_thanatos_lbc.png?dl=1)(https://www.dropbox.com/s/stvlt49n1lubpy3/pbc_catcher_drn.png?dl=1)
- [Pocket Battlecruiser] Thanatos: very damaging frontal combat design. Also features catcher drones, so it is terrifying for small vessels. Can take on bigger targets, but has small sheild arc and is very vulnerable to strike weapons.

(https://www.dropbox.com/s/chysn5gk5cnqghh/bb_moros.png?dl=1)
- [Battleship] Moros: Onslaught killer. Is more broadside and versatile than Thanatos. Still has vulnerable rear. You've got ionized shield system to deal with incoming energy barrages (like from TPC), as well as frontal flux destabilizer device to make a fight harder for its target.

(https://www.dropbox.com/s/wqu9f5b8dxr4l5b/pbc_erebus_cv.png?dl=1)
- [Carrier] Erebus: Can provide some ranged fire support or shield unprotected fighters from enemy fire.
[close]

Weapons (no pictures yet)
Spoiler
- EMP MIRV
- Neutrino beam
- Heavy railgun
- Flux destabilizer (built-in)
- Stasis beam
- Heavy stasis beam
- Smart charge launcher
- Thrasos fast torpedo
- Artemis autoblaster
- Supercharged blaster
- Swarm charge launcher (built-in)
- Jammer (built-in)
[close]

Changelog
Spoiler
1.6 (2016-08-27)
- New frigate: Lyssa
- New cruiser: Gration
- New simple battle mission
- Increased stasis beam range
- Increased magnetic accelerator range bonus
- Reduced Erebus projected shield radius to 2000
- Some minor stat tweaks

1.5 (2016-03-18)
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps

1.4 (2016-02-06)
- New capital carrier: Erebus
- New ship system: projected shield
- Aidos system has a better chance hacking a missile (0.75->0.85)
- EMP MIRV is now significantly faster
- Increased smart charges damage, they now also deal some EMP
- Reduced Moros $ price a bit
- Flux destabilizer now costs much less flux to fire
- Slightly wider arcs for Moros rear large mounts
- New weapon: Thrasos fast torpedo (S)
- New weapon: Artemis autoblaster (M)
- New weapon: Supercharged blaster (S)
- Bugfix: Multi EMP no longer affects phased ships
- Bugfix: stasis beams now deal 1 DPS so that flux/second stat is displayed correctly
- Bugfix: created custom ionized shield AI, since fortress shield AI didn't work

1.3 (2015-12-15)
- New general purpose destroyer: Theseus
- Gaia now has new needler drones instead of pd drones
- Kratos gains a bit better flux stats
- Pallas now costs significantly less, has 360 deg shield and a bit better flux stats
- Catcher drones (for Orion and Thanatos) are now much faster
- Interdiction suite now affects catcher drones owned by the ship with hullmod
- Removed one launch bay from Aidos
- Scylla has a new system: energized armour
- Fixed the "same system descriptions" issue
- PBC now offers commission

1.2 (2015-12-06)
- 0.7.1a compatibility
- moved Leibethra to (11000, 11000)
- terrain for Leibethra system
- Leto personnel transport
- Significantly increased Flux Destabilizer debuff (80% more weapon flux for frigates, 30% for capitals)

1.1 (2015-11-05)
- Added Scylla frigate
- Added Moirai destroyer
- Modified some stats: Aura has more flux capacity, adjusted several ships FP, Pallas has higher flux dissapation rate
- Moros now has omni shield
- Set correct quality factor for variants

1.0 (2015-10-22)
- Initial release
[close]

Q&A
Spoiler
- Can I modify the sprites to use in other mods for Starsector?
- Yes, no permission needed. PM me if you need layered sources.
[close]

I'm not very good at balancing stuff, so I'm open to suggestions about changing various ship and weapon stats. Also I prepared some sounds for this mod, but they are very simplistic and if someone wants to contribute I would be grateful!
If you have any issues with the mod, post here or PM me, I'll address the problem as soon as I can. This is first release so issues are likely to be present.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: HELMUT on October 22, 2015, 02:34:17 PM
That's good, i'm happy to see your mod finally being completed!

I'll wait for the nexerelin implementation before trying the campaign. Still, i'll keep it in my mod folder until then.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Toxcity on October 22, 2015, 02:42:51 PM
Looks good so far, the only "bad" thing is that the Aidos' description is a little wonky; the Condor only has one flightdeck.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Adraius on October 22, 2015, 03:16:33 PM
Nice sprites!  I look forward to trying these guys out in my next campaign, hopefully after the first polish release. =)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: CrashToDesktop on October 22, 2015, 07:25:41 PM
Pretty interesting - I'll keep an eye on this (two if possible). ;)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 22, 2015, 10:40:22 PM
Glad that there is some interest in this, looking forward to feedback/suggestions. I expect Nexerelin patch to be out this weekend (can't be sure though).
Looks good so far, the only "bad" thing is that the Aidos' description is a little wonky; the Condor only has one flightdeck.
Description states that it has less bays (not decks). That, AFAIK represents the number of places where fighters can refit, though the deck number is the same. (Technically I called "bays" the "location" property of slot json).
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Tartiflette on October 23, 2015, 03:43:33 AM
That Nyx system idea is so good! Why didn't I thought of that before when I tried to mage an anti-phase destroyer ???
Glad to see those ships finally out, I will check them this weekend for sure!
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Originem on October 23, 2015, 04:47:11 AM
Absolutely great. Hope for more improvements ;D
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 23, 2015, 09:12:45 AM
That Nyx system idea is so good! Why didn't I thought of that before when I tried to mage an anti-phase destroyer ???
Glad to see those ships finally out, I will check them this weekend for sure!
If you think of any other anti-phase system/weapon, let me know, I want to add at least one more such ship =)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Sabaton on October 23, 2015, 12:02:15 PM
So after poking around a little in missions and simulations I can say this:

OMG the Nyx is the bane of phase ships!
All I have to do is press the magic button and watch their flux go POP!
That thing doesn't ''deal'' with phase ships....it denies their right to exist!

Just look for your self at what a Nyx can do to an Asura, Scylla or a DOOM (thou only the DOOM should be taken into consideration as mods should be balanced against vanilla and not other mods). Turns them into punching bags. The result is both funny and sad. XD

It's phase inhibitor almost feels too good.

Couple that with its torpedo capabilities and you got one hell of a phase assassin.

That is, unless you wanted a ship that can effectively shut down phase in a battle and force the enemy/player to rely on conventional ships.
Which is interesting and original too.

Other than that the ship is an average a destroyer as you can get.


Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 23, 2015, 12:07:15 PM
Quote
OMG the Nyx is the bane of phase ships!
As I said, the balance is subject to change, especially if some things become OP. Like you said, Nyx is really good, but probably needs to have its range or effectiveness reduced. Maybe I should apply the effect only when enemy flux level is under some threshold?

One thing that can be used to counter it is that it only affects the ships that were in area when system started. So if a new ship approaches it will not be affected. This is more a bug than a feature, but can be exploited a bit.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Sabaton on October 23, 2015, 12:32:19 PM
Like I said, if you wanted to make a phase lock down ship, the system is fine as it is. Nerf it too much and you can make the Nyx useless in battle, as its armament isn't something to droll over compared to other destroyers.

What I would recommend is:

-to reduce its missile capabilities. Right now you can have 4 antropos torpedoes at any given time. Pop the system, overload the phase ship, launch the torpedoes and watch the fireworks.
(albeit this strategy isn't applicable in the long run) 
or:
-reduce the medium energy slot to a small one so that you can't mount something like a heavy blaster to easily put the pressure on phase and force them to stay hidden while letting the system do its magic.

To me it seems like the problem is the Nyx being able to not just overload phase ships but blow them up as well.

Still, I'd advise to wait from feedback from other players regarding this ship as well.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 23, 2015, 01:10:57 PM
Yeah, I'll try to go evolution, not revolution)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 24, 2015, 06:54:04 AM
PBC is now officially supported by Nexerelin: http://fractalsoftworks.com/forum/index.php?topic=9175.msg166633#msg166633 (http://fractalsoftworks.com/forum/index.php?topic=9175.msg166633#msg166633)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Flying_Whale on October 24, 2015, 08:59:00 AM
What a wonderful style! Fantastic ships :)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Schwartz on October 24, 2015, 09:43:43 AM
Wow, these are some hot ship designs. Definitely gonna give this a go.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Agalyon on October 24, 2015, 09:59:01 AM
I have to say, I really like the look of your ships. I'll definitely look into this on my next playthrough
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Funk on October 24, 2015, 03:21:30 PM
Very cool designs! I've just started a Nexerelin game as part of PBC and I'm enjoying it so far.

It is a bit frustrating starting out as an Orion class simply because it struggles to focus damage, and so multi-target engagements are a bit of a struggle. That being said, it excels in its support role, so as soon as I could afford another ship, the Orion started watching its flank. It became especially useful when I captured an Archer and had the Orion babysit it.

I haven't used too many of the ships or weapons yet, but I did manage to snap up a Pallas and I've got to say, really enjoying it! It is very effective on its own with a very respectable weapon platform, but I most love the ship system, pushing enemy ships into missile spam is so rewarding! It is a strong ship, but it is extremely vulnerable to any missile with good+ guidance systems due to its exposed engines.

I would like to ask if you had any plans to include more civilian ships such as shuttles, troop transports, freighters, mining ships etc? I really like the style of your ships and it would be great for it to become a fully fleshed-out faction such as the SCY, NGO, Neutrino etc.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 25, 2015, 12:18:21 AM
Thanks for feedback!
@Funk: As I mentioned in the OP, the mod is currently WIP, so I definitely have plans for more content. Not sure about such specialized ships like troop transports, but I'll add some civilian designs for sure (currently there is only one - Tethys).
Also I know that it may be a bit difficult to start with Orion due to it's lack of firepower, but I thought that giving a Pallas would be too much. I have plans for more frigates, so I'll most likely add something not so heavy armed as Pallas, but more damaging than Orion, which will be a starter ship eventually.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Funk on October 25, 2015, 02:12:08 AM
I agree with what you posted about frigates. I look forward to seeing what you come up with :)

In the meantime I'll keep playing and posting comments.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: D00D on October 27, 2015, 12:14:52 AM
Hi, is it possible to pm the weapon mount sprites? I like them alot better than the vanilla ones. However, I think they are not really to scale to most weapons, the frigates are covered 75% in weapons sprite as well
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Funk on October 27, 2015, 05:46:02 AM
After playing some more with bigger ship classes I can offer a few more of my experiences.

There are a few factions in the realm of "Heavy hitting, low mobility", such as II, THI, NGO and so forth, and PBC fit well into that category with a few twists. They do have some real powerhouses in terms of firepower, such as the Phobos and capitals, but they are even more easily overwhelmed than the THI and II ships of the same class due to their complete inability to disengage - even slowly. Despite this, they have very low OP points available for their class. On average the PBC destroyers for example have as much as 30-40 OP points less than their peers, despite similar mobility, shields and so forth, but then more weaknesses such as their exposure to missiles and rear attacks, and poorer arc coverage.

I have found that whilst the Moros and Phobos can trade fire with capital ships, they are often considered a threat and are too slow  to catch other ships. Whilst the idea of stasis beams are sound, and they do work if you can break down an enemy's shields, it is very hard to make them practical in a fleet engagement. If you are travelling at speed 30 and your target ship is backing away from you, rarely will you be able to stay in range hitting its shields, and then be able to catch it in range to slow it down with the stasis beams.

The EMP ships such as the Aether and Aura are great fun, definitely my favourite in the mod, and I think there is definitely room for a more agile frigate for chasing, and another cruiser or a capital that can be a more interesting flag ship (i.e. similar firepower to the Phobos/Moros that can still be nimble, either through a ship system, or more OP or something). Aura is exceptionally weak for how close to danger they have to fly though so unless its early game and I am piloting it, I don't use them.

The plethora of specialised ships at this stage (Nyx, Aura, Aether, Orion, Pallas, Tethys) compared to the low(ish) number of ship types, hurts the PBC in fleet engagements. I think some more destroyers and cruisers could be added to compensate for PBC weaknesses somewhat for large engagements, where frigates don't really belong as pure PD boats. It also means that all of the above ships are only really useful if player-controlled, but then it leaves the heavy hitters that can only keep up so much, to be blundering around in AI-control.

Moros' ship system is very strong, and having limited charges balances this fact as you can weather the storm of the enemy's capital and then unleash your own against it. However, I feel the Moros would be better served with a mobility ship system such as a burn drive type, allowing it to use its broadside ability. Either that, or extending the arcs of the weapon mounts to cover the front as well, because it cannot keep up with targets, and so its broadsides rarely get brought into the equation. Another possible solution could be to make the shield frontal, so that attempting to flank a ship could be more rewarding, rather than exposing all of the firing weapons to enemy EMP etc.

I don't really use fighters and carriers so much but it seems as though the carrier options in this mod are quite lacking so far (I know, WIP), and perhaps the Gaia could have a flight deck added? It doesn't seem to be very worthwhile in my fleet and tends to die even when I ask it to sit back with the Aidos.

My experience with the mod-specific weapons has been quite low so far, so I will try to use them more to give some feedback on balance. Hopefully there is a good PD weapon on the way because at the moment, being slow & having engines exposed & having very low PD covering mounts means that missiles are exceptionally strong against the PBC.

Edit-

Some minor quality of life things that I have noticed:

- The Moros doesn't display weapon flux for me in the editor, but does in weapon groups
- AI Pallas uses its ship system even when travelling - could be a vanilla thing so not sure if it has an awareness of when to use it
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 27, 2015, 09:31:13 AM
Glad to hear such a detailed feedback!
Quote
Whilst the idea of stasis beams are sound, and they do work if you can break down an enemy's shields
They should work even if shields are up. Are you experiencing issues with that?

Regarding stasis beams in general, they work pretty well for small targets, but they are not exceptionally good not to be OP. Large beam can slightly harden the life for a cruiser from my experience. They were never designed against capitals though.

Quote
exceptionally weak for how close to danger they have to fly
Yeah, I also noticed it dying pretty fast. Probably the Long range EMP emitter should be a bit more "long range"?

Quote
Moros would be better served with a mobility ship system such as a burn drive type
Quote
Another possible solution could be to make the shield frontal
You mean "omni" I suppose? Yeah, that can be a solution (both of your ideas btw). I will consider those when I add more stuff and see how it plays together with existing designs.

Quote
carrier options in this mod are quite lacking so far (I know, WIP)
Right, you know: WIP))

Quote
Gaia could have a flight deck added? It doesn't seem to be very worthwhile in my fleet and tends to die even when I ask it to sit back with the Aidos
Didn't encounter that. I wouldn't call it fragile + it has PD drones. Maybe I'll make it a bit tougher, but no flight deck for sure. It was made as a fire support ship, and it can be devastating with right loadout.

Quote
Hopefully there is a good PD weapon on the way
Only on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.

Quote
- The Moros doesn't display weapon flux for me in the editor, but does in weapon groups
Hmm. No idea. I'll check it out and see if I can fix it.

Quote
- AI Pallas uses its ship system even when travelling
That is definitely a bug, thanks for reporting.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Funk on October 27, 2015, 03:49:39 PM
Hi Celestis, I don't know what I was smoking before when I said beams didn't work vs shields, but they do work then as well. I just tried out the Heavy Stasis Beam as well, and it is a great weapon  to slow everything up until cruisers, and do decent damage as well.

I hear what you are saying regarding the Gaia, maybe I just haven't got a very good load out for it, could I ask how you think it should be set up to be a support? Currently I have a Hurricane MIRV and an assortment of bits and bobs.

I'm also still struggling with the Orion, but again, it may be a load out issue.

Love the Thanatos by the way! I've got a Heavy Stasis beam, some Autocannons and a couple of Hellbores and it is a lot of fun, and a bit more mobile than the Moros.

Overall, I'm really enjoying the mod. In terms of weapon ideas, its very difficult to add new and unique weapons, but perhaps thinking of a ship with a built in weapon? As missiles and PD are lacking so far, perhaps something along those lines might be an idea. Thanks again for all your work :)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 29, 2015, 11:06:48 PM
Working on sprites. Here's a new frigate prototype:
(https://www.dropbox.com/s/mdhljky9i4qlfty/pbc_scylla_ff.png?dl=1)(https://www.dropbox.com/s/qzxmn5ar96vt5zw/pbc_scylla_ff_new.png?dl=1)
and a destroyer:
(https://www.dropbox.com/s/mw4xwis5upkszlj/pbc_moirai_dd.png?dl=1)
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: Funk on October 31, 2015, 02:44:06 AM
I love the asymmetric design of the frigate on the right, and it looks like a heavy hitter! The stripped out but beefed up Tethys looks cool too. It'll be nice to have some more "shooty" small ships.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: cpmartins on October 31, 2015, 04:41:56 AM
Quote
Quote
Hopefully there is a good PD weapon on the way
Only on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.

Maybe a graviton-based pushback laser, in keeping with the faction ship-based systems. Maybe each weapon can push back one missile, balancing would be a matter of for how long and how hard it would push them.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-10-22)
Post by: celestis on October 31, 2015, 04:56:22 AM
Quote
Quote
Hopefully there is a good PD weapon on the way
Only on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.

Maybe a graviton-based pushback laser, in keeping with the faction ship-based systems. Maybe each weapon can push back one missile, balancing would be a matter of for how long and how hard it would push them.

Talking of PD, the destroyer on the last picture is going to have a mobility shipsystem and 6 tiny built-in PD lasers (approximately same dps as LRPD, but far less range).
I'll try making some sort of pushback beam, that may be a good idea, but it would need some special AI and behavior. It is not likely to be enough to push back missile - it will return, very soon, if disengaged. So that weapon may disrupt its engines too after some impact time. After that the beam will focus on the next target.
Title: Re: [0.65.2a] Pegasus Belt Council v1.0 (update 2015-11-05)
Post by: celestis on November 05, 2015, 10:35:31 AM
New version (1.1) is out and ready for download!

Changes:
- Added Scylla frigate (general purpose combat frigate)
- Added Moirai destroyer (jumpy strike ship)
- Modified some stats: Aura has more flux capacity, adjusted several ships FP, Pallas has higher flux dissapation rate
- Moros now has omni shield
- Set correct quality factor for variants

I tried to invetigate the issue with Pallas graviton burst system, but currently I've got no catches. I wasn't able to reproduce that, so if you happen to encounter when AI fires it without anything nearby, let me know.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Funk on November 05, 2015, 02:49:30 PM
Update sounds good, looking forward to trying it out over the weekend :)
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Takion Kasukedo on November 06, 2015, 07:34:22 AM
Hahahaha, holy ***, I never knew it was so fun flanking in a freaking battlecruiser...

Thanks, Thanatos.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Taizo Puckett on November 07, 2015, 12:06:18 AM
What does Flux Destabilizer do exactly?
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on November 07, 2015, 12:39:52 AM
What does Flux Destabilizer do exactly?
It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Taizo Puckett on November 07, 2015, 07:26:39 AM
It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
Thanks. Would be nice to have it more clear in the weapon description.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Taizo Puckett on November 12, 2015, 06:29:43 PM
A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on November 13, 2015, 10:16:46 PM
A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.
Missed that. Will fix in the next update!
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Lopunny Zen on November 14, 2015, 01:45:35 PM
So....someone here plays Eve Online I see lol
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on November 15, 2015, 12:10:45 AM
So....someone here plays Eve Online I see lol
Well, not really) I've been playing it for a while, but I quited long time ago.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: Harmful Mechanic on November 15, 2015, 04:08:17 PM
Gave this a spin, have some minor feedback.

- The art is great. I'd love a look at your layered files just to see the process.
- Some of the slot layouts are really strange, eg, the Gaia has everything clustered in the front third of the ship, which makes for some odd overlapping and incredible vulnerability to EMP, torpedoes - lots of stuff could knock out both large slots or even most of the ship's weapons with one or two hits.
- The built-in PD lasers are great - been experimenting with those too. I'd like to see them installed on more ships, or all of the ships; it would give you more freedom to put a ship's slots in odd locations, without worrying over PD coverage.

I'll definitely keep playing around with it.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on November 16, 2015, 01:19:50 AM
Gave this a spin, have some minor feedback.

- The art is great. I'd love a look at your layered files just to see the process.
- Some of the slot layouts are really strange, eg, the Gaia has everything clustered in the front third of the ship, which makes for some odd overlapping and incredible vulnerability to EMP, torpedoes - lots of stuff could knock out both large slots or even most of the ship's weapons with one or two hits.
- The built-in PD lasers are great - been experimenting with those too. I'd like to see them installed on more ships, or all of the ships; it would give you more freedom to put a ship's slots in odd locations, without worrying over PD coverage.

I'll definitely keep playing around with it.
Thanks for feedback!
Gaia has such layout to force player to use it as a purely support vessel: as you said it is very vulnerable due to clustered slots and no guns at the rear. This will likely stay the same. Maybe it will get a different system though.
Built-in PD is good, but I will add it only to some "exceptional" ships, perhaps 1-2 more.

As for the sprite layers, technique is quite simple. Here is a WIP personnel transport:
(https://www.dropbox.com/s/ubvl08fc9e9ixy5/1_sketch.png?dl=1)(https://www.dropbox.com/s/g7dt5a3p613vnnn/2_groups.png?dl=1)(https://www.dropbox.com/s/opcue39kml7v2ys/3_weapons.png?dl=1)(https://www.dropbox.com/s/tkimnijryyndq9n/4_lines.png?dl=1)(https://www.dropbox.com/s/ufl7chkhhh57jf7/5_lighting.png?dl=1)(https://www.dropbox.com/s/houy7v2u7m5w4po/6_overlays_and_lights.png?dl=1)(https://www.dropbox.com/s/urgjq7qfw70orgj/7_details.png?dl=1)
1) Just a sketch. Not used in result image.
2) For PBC ships I usually make 3 layer groups: light gray bridge, main hull, "lower" hull. Hroups make it simpler to work at the area edges.
3) Add pre-made slot images, I use the same for all PBC ships. Important to add them ASAP not to mess with hull surface later.
4) "Lines" pass: add plating outlines and divide stuff to segments. Partly reuse sketch.
5) Lighting: add shadows and highlights. I usually have the light source somewhere sightly on the left, so that this layer is asymmetric even on totally symmetric ships.
6) Tone, overlays and lights.
7) Details. Just random stuff usually not bigger than 2-3 pixels all around the ship + some antennas and bulkheads.
P.S. The sprite is not finished, I just dumped it in its current state. All steps are quite valid, I'm just not satisfied with its look yet.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: HELMUT on December 05, 2015, 05:04:50 PM
Hey,

With the recent 0.7.1 looking stable enough, and all the other mods emerging from their post-update slumbers. Will PBC be updated as well? That mod is on my playlist for a while, just didn't found the time during 6.65. But i plan to correct that mistake now.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: tophereth on December 05, 2015, 06:20:09 PM
Will PBC be updated as well? That mod is on my playlist for a while

Same.

I'll be looking for that update.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on December 06, 2015, 03:33:35 AM
Yes, PBC will be updated very soon! Dev version is already running fine, so perhaps I'll manage to publish it today or tomorrow.
Title: Re: [0.65.2a] Pegasus Belt Council v1.1 (update 2015-11-05)
Post by: celestis on December 06, 2015, 07:24:46 AM
Finally releasing the compatibility patch.

v1.2
- 0.7.1a compatibility
- moved Leibethra to (11000, 11000)
- terrain for Leibethra system
- Leto personnel transport (image a few posts above)
- Significantly increased Flux Destabilizer debuff (80% more weapon flux for frigates, 30% for capitals)
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: Jonlissla on December 06, 2015, 09:25:47 AM
Have to say I really like your sprites; pretty much every ship has a unique shape which gives them a lot of personality.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: HELMUT on December 08, 2015, 04:30:18 PM
I played a few hours a PBC campaign, unfortunately i couldn't get very far. I'm not sure what strategy i should follow with them. Early game is rough, and mid game (couldn't reach late) isn't easier. Overall, my criticism will be similar to the one Funk made.

The Orion isn't a very good solo ship to begin the campaign. The weird weapon layout make it clunky, and it's slowness prevent any escape, even with its interdiction drones (that are also slow themselves). The Pallas and Scylla are better, the first one pilot a bit like a Wolf (but is surprisingly incredibly expensive) while the other is a mixed energy Lasher hybrid.

I expected the Kratos to be my early backbone ship, unfortunately i realized it couldn't take many hits, nor give them. The Nyx wasn't really an alternative either. The Aidos surprised me, the description present it as a mediocre carrier, yet that thing have two launch bays, it's huge! And for pretty much the same cost as a Condor! Something definitely went wrong somewhere in the numbers.

The introduction of the Gaia in my fleet didn't helped much either. It's a crappy Apogee, but fortunately cheap. However, as my fleet had nothing to take the punches, i couldn't benefit from its support for very long.

A Phobos might have been what i needed. Unfortunately i couldn't find one, nor i could afford it.

But even then, i'm not sure how i'm supposed to use them. I tried a deathball tactic, something similar to what i usually do with II and Exigency. Didn't really worked though, the enemy just rushed in and destroyed everything. A run and gun, SCY-like tactic, wouldn't work either due to their lack of mobility. No Flagship focused fleet either for the same reason, not fast enough. As a pure carrier fleet maybe? With the 0.71 ship limit, it doesn't works super well (even with the currently broken Aidos), it would also "nullify" the rest of the ships, which would be sad.

So... Not sure how it should works.

Bear in mind that i played with SS+ and Nexerelin, which currently make the game really, really frickin' hard. But even then, i think PBC is noticeably on the underpowered side. At least for the early/mid game, didn't really had the chance to go beyond that.

Other than that, a few things i noted :

-The Pallas randomly use its Graviton burst, even when not in contact with the enemy.
-The ships systems display numbers, but i don't know what they actually mean. For example : Ionized shield : -75, -50 without any descriptions. Same with the Phobos magnetic accelerator, i got just the numbers.

The faction still looks good, and i'll definitely keep it as a "permanently" activated mod faction. Can't really play as them, but they will do perfect NPCs for now.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: celestis on December 08, 2015, 11:00:59 PM
Thanks for detailed feedback, @Helmut!
Overall, I tried not to make the faction overpowered (like many other mods did unfortunately). So you probably won't find it balanced with something like Blackrock. But it is quite on par with vanilla, I suppose.

Quote
The Orion isn't a very good solo ship to begin the campaign.
Agree, it was left since the first version when there was no choice due to lack of frigates. Scylla is intended to be a starting option. Though Orion is likely to get more speed in next update (or its drones more speed and range), as you described the same problem as I already thought of.

Quote
The Pallas and Scylla are better, the first one pilot a bit like a Wolf (but is surprisingly incredibly expensive)
Well, the price tag is mostly due to its system, which can be very useful in player hands. But it is still much worse than top-tier frigates, so I will either buff its generic stats or lower the price.

Quote
I expected the Kratos to be my early backbone ship, unfortunately i realized it couldn't take many hits, nor give them.
As you said, it is intended to be a backbone ship. It's balanced against Hammerhead, which I checked multiple times. It is not fancy, but it is quite decent, I find its implementation quite correct now.
There is also Moirai destroyer, which breaks off from the paradigm of slowness. It may be a bit difficult to find, but it is totally worth trying as a flagship.

Quote
The Nyx wasn't really an alternative either.
As the description says, it is specialized to defeat phase ships (in probably quite inbalanced way). But it is definitely not a tank. More destroyers planned for next updates.

Quote
The Aidos surprised me, the description present it as a mediocre carrier, yet that thing have two launch bays, it's huge!
Oops. I wanted to make it a Condor with less locations per bay (so that it can carry same number of wings, but have less slots for refit during battle). I probably messed with the file or maybe it was another 0.7 change for Condor... That will be fixed.

Quote
A Phobos might have been what i needed. Unfortunately i couldn't find one, nor i could afford it.
That is definitely the tanky ship. It can take a lot of damage. Not sure why it wasn't present - when I play it is usually one of the most "popular" PBC cruisers on market list...

Quote
Bear in mind that i played with SS+ and Nexerelin, which currently make the game really, really frickin' hard.
I suppose this was the main trouble. I played several times and have the same opinion. I already posted a screenshot with a whole fleet with lvl20 officers in Nex thread, but no one replied unfortunately. PBC is completely unplayable against such insanely leveled-up fleets, because the speed bonuses officers give are just too much. My faction wasn't fast before 0.7, but now it is just freakin turtle... Probably we'll get some fixes. And I also ended up lowering the supplies price in csv for my games: I just don't get fun out of supply hunt given current salvage.

Quote
i think PBC is noticeably on the underpowered side. At least for the early/mid game, didn't really had the chance to go beyond that.
Their capitals and cruisers are cool, so maybe you'll try those some time later ;-) They do not play easy in early-mid game, that's true, but I plan on adding more stuff to FF and DD categories, so check it out when I roll the next update.

Quote
-The Pallas randomly use its Graviton burst, even when not in contact with the enemy.
-The ships systems display numbers, but i don't know what they actually mean. For example : Ionized shield : -75, -50 without any descriptions. Same with the Phobos magnetic accelerator, i got just the numbers.
First issue is known, but I currently can't figure out the reason. Maybe I'll end up posting the code somewhere.
As for systems, that looks weird. Probably broken in 0.7, because I remember everything displayed correctly earlier. I'll check it out.

In general, I mentioned that I'm not that good at balancing stuff, so if you have suggestions on how to make things play better I would appreciate that.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: HELMUT on December 09, 2015, 05:25:15 AM
For the suggestions, the drone speed buff for the Orion would be a good idea, so that they can catch anything that get too close. Does interdiction Suite works on the drones by the way? I suspect not, but the opposite would be interesting...

For the Kratos, its stats are clearly aligned (although slightly inferior) with the Hammerhead. However those two aren't backbone ships like the Enforcer is. Way too fragile. I forgot about the Moirai in my previous post but this one is closer to a cheap Medusa, doesn't fit the role either.

A an all around buff to the flux stats of the faction may be a good start here. The Hammerhead can use its full fire-power thanks to the flux reduction from Accelerated ammo feeder, while the Kratos will rapidly choke on the flux produced by Pulse lasers or blasters. With more flux stats, the faction will be better able to defend itself without being overpowered.

That still won't make the Kratos a proper tank for the fleet though. So maybe for the next planned destroyer then?

The Pallas is definitely too expensive for what it does. While the Graviton burst offer an interesting way to get out of trouble, it's not useful for offence. Well, maybe not completely useless, you can theoretically push enemy ships out of position for your fleet to catch it. Still very gimmicky, and useless during early game, and that's assuming it can outmanoeuvre enemy ships with its mediocre mobility. I'd be curious to see what it could do with improved stats.

I'll definitely try the bigger ships in the future at some point. I don't really know if they're truly good, but at least they looks cool.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: Gezzaman on December 09, 2015, 05:49:49 PM
I agree with what Helmut said,

Ive been playing PBC since it was released ( i love the sprites btw, very very well done)

The Orion is a terrible ship to start as due to the starting weapon load out. I can only do so many shots before i flux out and the speed of it means i cannot actively chase anything small and I die to anything that I can chase (destroyers and other bigger slow ships). The interdiction drones are amazing for a starter ship but they are slower than the Orion itself, most of the time they are not even close to my ship.

I only choose PBC as my starting Faction if i want to try hard mode because everything can blow my face up D:

I got no problems with Kratos and i find it a perfect balance with vanilla ships.

overall early game and near mid game is very difficult for PBC. the Orion needs a buff in speed and a OP/ loadout change to be viable. The Drones need a speed buff to stay in "orbit" around the Orion.

If you reach lategame, PBC is very fun but getting to lategame is a massive grind.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: celestis on December 10, 2015, 01:21:32 AM
Got it, the next update will be mostly balancing existing stuff + maybe a new "bloody infantry" general-purpose destroyer.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: Gezzaman on December 14, 2015, 05:48:11 PM
What is the chances of anything Higher than an Aether being spawned in Military Markets with 5+ stability 

I always only see Aethers and not once have i come across a Gaia, Thanatos and Moros.
I had to use Command Console to add them in to test them
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: celestis on December 14, 2015, 10:00:54 PM
Quote
What is the chances of anything Higher than an Aether being spawned in Military Markets with 5+ stability  
Well, a have played a lot of times with Nexerelin and usually find most of the ships you mention. There are always capitals on your homeworld, but there are also times when I have hard time finding 1-2 exact ships. Actually, Aether is one of the rarest in my experience... Thanatos is usually quite common, Moros being a bit harder to find. But that is very random, you know..

This is not an issue of the PBC, it is just the way the framework handles spawns, either in Vanilla or Nexerelin/SS+. This mod doesn't have special code for that, only numbers that affect stuff is the faction fleet config (with fair probability for all those ships, but AFAIK this is for fleet spawns, not ships in markets) and the quality factor of the variants (the same). And frankly speaking I have very vague idea on how the internal spawn logic works for adding ships to market.
Title: Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
Post by: celestis on December 15, 2015, 09:59:07 AM
The 1.3 version it out! Includes many changes recently discussed here, mostly balancing stuff.
Changes include:
- New general purpose destroyer: Theseus
- Gaia now has new needler drones instead of pd drones
- Kratos gains a bit better flux stats
- Pallas now costs significantly less, has 360 deg shield and a bit better flux stats
- Catcher drones (for Orion and Thanatos) are now much faster
- Interdiction suite now affects catcher drones owned by the ship with hullmod
- Removed one launch bay from Aidos
- Scylla has a new system: energized armour
- Fixed the "same system descriptions" issue
- PBC now offers commission
(https://www.dropbox.com/s/xrug5rtv510iisi/pbc_theseus_dd.png?dl=1)
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: HELMUT on December 15, 2015, 10:23:20 AM
Those buffs are good, i think. In my current campaign, i decided to harass PBC convoys and patrols. And i found them to be easy preys.

I hope they'll be able to defend themselves better in this update. The needlers drones for the Gaia sounds quite scary. And that destroyer looks good, as expected from you.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on December 18, 2015, 04:31:57 PM
Really liking the slight buffs.

Imo Kratos is still a better ship than Theseus ( maybe my playstyle) but that special ability on the Theseus is veryyyyy unique, Well thought out!

Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Weltall on December 19, 2015, 08:56:03 PM
I am glad I found your mod from the Nexerelin list, especially because you have some really nice designs. But I wanted to say that you should message Alex and ask him to add your mod on the mod index list. Everyone should be able to find your nice mod :) Really awesome work. Thank you!
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on December 20, 2015, 01:33:26 AM
I am glad I found your mod from the Nexerelin list, especially because you have some really nice designs. But I wanted to say that you should message Alex and ask him to add your mod on the mod index list. Everyone should be able to find your nice mod :) Really awesome work. Thank you!
I always had the feeling that I have forgotten something =) I always just look through threads in mods section when I search for new mods, forgot that we actually have the index. Thanks for noticing that, I'll PM Alex.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on January 03, 2016, 04:53:22 PM
been playing PBC for weeks now and nearly conquered the whole system :D

small suggestion,

PBC is somewhat lacking in a Cruiser / Capital heavy missile platform.

The Moros is an absolute BEAST easily taking on onslaughts/ Victory / Conquests etc.

It is slightly annoying to go back to the PBC base from hyperspace as most of the time it is on the other side of the map.... Many major faction has it's main base right near a worm hole.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 04, 2016, 12:13:22 AM
If I remember correct, both base and WH are just orbiting star, so maybe you just weren't lucky enough to have them close. Anyway, I'll think of a solution to that.
As for ships, there is still a lot to be done. I currently have an intention to make a capital carrier, so maybe it will be a missile boat as well.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on January 11, 2016, 10:28:00 AM
Orion just needs to be early specced in Helmsman and unstable injector..problem solved.

Not all ships or factions will suit all playstyles, but ive found the update to PBC council quite playable, even with Nex and SS+. They are holding there own by lvl 36 in the campaign mode.

Btw, the Morai is my flagship....such a sweet spot between speed and adaptability:).
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on January 11, 2016, 01:29:44 PM
Second, I'd reconsider the burn speed of 9 on the Orion.  In the early game when I'm building a frigate swarm, burn speed of 9 is a killer.  If the Orion is supposed to catch fast ships and hold them in place for the slower ships to catch up to, it needs to be fast enough to catch those fast ships, and right now, it's not.

Orion is fine as it is now, Burn 9 can still easily catch fleets especially when you put asteroid belts / coronas / gravity wells etc into play. When PBC first came out the orion was a terribad ship haha, a lot has changed for the better
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: ProdigyToby on January 12, 2016, 05:55:32 AM
I really like the Gaia cruiser, I use it often, very versatile neat little ship.  I found everything else alittle underwhelming though, especially the capital ships (please phase out broadside oriented capitals from the game community, they never work.)
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on January 12, 2016, 01:35:35 PM
I really like the Gaia cruiser, I use it often, very versatile neat little ship.  I found everything else alittle underwhelming though, especially the capital ships (please phase out broadside oriented capitals from the game community, they never work.)

Not too sure why you think the Capitols are broadside orientated ,
Thanatos is full frontal mounts with indiction drones which are so damn good dealing with fighters so you can focus on the big baddies

Moros is a total beast, Front and broadside works for it since most mounts can still turn forward and overlap slightly plus that Hax 90% (or is it 95%) shield damage absorption
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on January 12, 2016, 11:24:43 PM
The Moros class for 400,000+ is pretty weak...Compare it to the Tiandong Pocket Battleship(250,000) and you will see what  i mean.   The Moros has no focus, no hybrid mounts, only two universal and the abilities are eh.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 13, 2016, 02:35:28 AM
Moros is intended to be versatile, while being able to engage by both front and broadside. If fighting large ships, all large weapons can fire on the same target at once. And only one is out of arc if fighting something smaller. Moreover its special weapon and system are essential for battleship dueling, so I don't really consider it underpowered. Price... Well, it is vastly influenced by economy I guess, because I don't remember setting it to be as costly as 400K. Will check that.

Pallas shield and system sound will be fixed, thx for noticing, @Network Pesci.

About Orion burn, I agree with @Gezzaman: you have hullmods to adjust all that. It is not intended to be a very good ship after all.

P.S.
I added a poll to the thread, so you can vote for the changes that you would like to see most in the next update.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: ProdigyToby on January 13, 2016, 07:28:20 AM
Moros is intended to be versatile, while being able to engage by both front and broadside. If fighting large ships, all large weapons can fire on the same target at once. And only one is out of arc if fighting something smaller. Moreover its special weapon and system are essential for battleship dueling, so I don't really consider it underpowered. Price... Well, it is vastly influenced by economy I guess, because I don't remember setting it to be as costly as 400K. Will check that.

  I don't want to be rude, but may I ask why you felt like it was necessary to have a broadside capital?  Unless something like a fat onslaught class is sitting right in front of you, those turrets will never fire at anything in front of you.  The Thanatos has a comparable frontal assault (one less large energy and a couple of smalls) but is classified as "pocket battlecruiser", yet the moros is classified as "battleship" just because it has two extra large broadside turrets that you probably wouldn't want to use anyway for anything other than some major PD but there are already a ton of small slots for that (personally half the time I don't even have anything in those slots).  I never EVER position a capital ship to broadside anything, simply not worth the risk or money.  To top it off, if you're broadsiding something that means the opposite side of your ordinance is essentially not being used, so not only is it extra risky to position your capitals like that, but its also pretty ineffecient.  You could make the argument "What if a large enemy happens to fly into your broadside?" but unless you are not paying attention to your map or a ship has some kind of ridiculous mobility system that rarely happens, and I prefer it that way, because generally only making use of your frontal ordinance to engage enemy capitals at a distance is a better strategic choice, imo.  Not to mention the Moros is pretty expensive compared to other ships.

  Didn't mean to rant or anything but if you are playing the game modded you probably want capital ships with the capability to fire all those large forwards, and there are plenty of those to choose from in these mods.  Its dumb to compare stats or anything else between mods but I feel like the way the ships themselves function should be a certain way, the way that would make the ship useful/fun and justify its cost.  Like I said with that pricetag, and if you're modding (and you're here reading this so you probably are) then you know as well as I do with those credits you could get a capital with 5-6 frontal large if you wanted it.  Really like the spritework and everything else about the mod though, although some of the smaller ships are kind of underpowered.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 13, 2016, 09:49:46 AM
Quote
why you felt like it was necessary to have a broadside capital
Not necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.

Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.

I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.

As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: SafariJohn on January 13, 2016, 10:59:05 AM
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that.

The AI is pretty horrible with broadside ships, actually. They work fine in player hands as long as you keep your wits about you.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: HELMUT on January 13, 2016, 11:38:06 AM
Like I said with that pricetag, and if you're modding (and you're here reading this so you probably are) then you know as well as I do with those credits you could get a capital with 5-6 frontal large if you wanted it.

Sounds good.

(http://i.imgur.com/LuVynQQ.png)


Broadside ships aren't bad, just weird. They can be very weak or very strong depending on who pilot it. Like Hartlord said, an AI controlled Conquest is underwhelming. But when the player get his hands on it, it's a kiting monster. And again, it depend of the ship. The THI Xu is a broadside ship, yet i think the AI is doing a pretty good job with it.

Still, the PBC capital ships are indeed weaker than it should be. The Moros got absolutely crushed against an Onslaught or a Paragon. I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.

Thanatos is in the same boat, it even lost against a Conquest. And the only reason it managed to kinda survive during the battle was because of the AI obsession with drones.

So yeah, probably some more tweaks to do. The Moros could definitely benefit from larger turrets angle for the rear large mounts so it can brawl better, but even then, i'm not sure that would make it competitive.

By the way, the price tag isn't a really good way to balance things, by knowing how to "farm" efficiently, money quickly become irrelevant in campaign and strong ships can still be abused. Monthly maintenance, recovery cost and things like those however, are much harder to ignore. Works much better to balance a ship than the price.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: ProdigyToby on January 13, 2016, 12:52:01 PM
Quote
why you felt like it was necessary to have a broadside capital
Not necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.

Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.

I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.

As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.

  Sure they bring some diversity, but every time I have one of these "diverse" ships they just get completely mauled in large fleet engagements, because the AI usually does not know how to use that ship  (Such as the AI putting my carriers/support frigates/ecw frigates or range setups right on the front line to get destroyed) so the safer option is for the player to make use of them OR put a "cautious" officer in them sometimes does the trick (I find cautious just a tad too battle shy) but most of the game is giving your ships to AI in fleet engagements.  Thats why I prefer frontal ordinance.  The AI, even if it just simply moves the ship forward towards enemies, still uses its weapons at its max range.  This is also a very efficient strategy for capitals in fleet engagements, you don't want your capitals in bad positions like I said, they cost money.  I find positioning more valuable in my modded game than special traits like "armor" or those special faction ship mods some authors like to do, because sometimes they just don't really matter if you're not suited to situation.  One example would be when my faction was at war with Shadowyards (great mod as well) then the Moros's armor wouldn't really matter.  No ones armor really matters vs those guys with that Deva Heavy HE beam, but being able to just shoot at them efficiently from your front line will always be good.  I do like different options and different strategy, but unless you get some kind of huge advantage from broad siding as opposed to not, then I would just get a ship whose strength isn't reliant on that trait.

Like I said with that pricetag, and if you're modding (and you're here reading this so you probably are) then you know as well as I do with those credits you could get a capital with 5-6 frontal large if you wanted it.

Sounds good.

(http://i.imgur.com/LuVynQQ.png)


Broadside ships aren't bad, just weird. They can be very weak or very strong depending on who pilot it. Like Hartlord said, an AI controlled Conquest is underwhelming. But when the player get his hands on it, it's a kiting monster. And again, it depend of the ship. The THI Xu is a broadside ship, yet i think the AI is doing a pretty good job with it.

Still, the PBC capital ships are indeed weaker than it should be. The Moros got absolutely crushed against an Onslaught or a Paragon. I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.

Thanatos is in the same boat, it even lost against a Conquest. And the only reason it managed to kinda survive during the battle was because of the AI obsession with drones.

So yeah, probably some more tweaks to do. The Moros could definitely benefit from larger turrets angle for the rear large mounts so it can brawl better, but even then, i'm not sure that would make it competitive.

By the way, the price tag isn't a really good way to balance things, by knowing how to "farm" efficiently, money quickly become irrelevant in campaign and strong ships can still be abused. Monthly maintenance, recovery cost and things like those however, are much harder to ignore. Works much better to balance a ship than the price.


  LOLl! My kind of ship.  Actually if you could upscale the brawler class gunship to capital and maybe expand it horizontally so it has even more forward turrets then that would be the perfect ship to represent diversity  :D  I didn't meant 5 large just sitting right in the front, but rather 5 that are oriented so they shoot forwards  :P.  I mean price SHOULD matter even if its not relevant in the meta of the game, shouldn't it?  I would hope so.  Makes the game more fun when the economy is worth something.  Also I don't play campaign, I prefer Nexerelin mostly, so price is really important early on, sometimes its stupidly hard to get started.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on January 13, 2016, 01:28:42 PM
I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.

I usually Pilot the Moros and find it pretty powerful. I recently changed to the Onslaught XIV ( because who doesnt like 5 Cyclone Reaper launchers ) and found that AI never uses the Ionised shields also. It would of helped soak up the damage of the entire fleet early in battle ( especially against Templars when the first 20 seconds of the engagement is filled with clarent spam and dead frigates being fodder to eat them up)
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on January 13, 2016, 10:53:45 PM
Quote
why you felt like it was necessary to have a broadside capital
Not necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.

Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.

I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.

As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.




The TD pocket BC will rip you in half bro.  GL with that:).  Also the flux stats on Theseus and Kratos make them poor tanks. If it werent for the Gaia and Morai  hardly anything from the line up would be worth taking.  I havent tried the light cruiser yet, but at 45 speed well.....
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 14, 2016, 01:39:31 AM
Quote
Also the flux stats on Theseus and Kratos make them poor tanks
Theseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank.  +it can be an awesome torpedo ship.
Kratos is meant to kite with beams.

Quote
The TD pocket BC will rip you in half bro.  GL with that:)
I try to balance against vanilla, not other mods.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 14, 2016, 10:18:16 AM
Tested the Xu (TD pocket battleship) in simulator and I don't quite understand why are you so sure that it will "rip me in half". I defeated it in 4 different Moros variants, while only in one of the battles I left with less than 95% hull. Blew it up twice in Thanatos too, but that was much harder. Some variants were a complete failure, like Gauss or HIL, but they are intended for different situations. Playing for Xu, on the other hand, was easy only if the AI was stupid enough to try kiting. So, balance-wise I find its performance very decent.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on January 14, 2016, 01:46:54 PM
Were both your ships under AI control?  Test AI vs AI, no captains,  and let me know your results
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on January 14, 2016, 01:54:40 PM
Quote
Also the flux stats on Theseus and Kratos make them poor tanks
Theseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank.  +it can be an awesome torpedo ship.
Kratos is meant to kite with beams.

Quote
The TD pocket BC will rip you in half bro.  GL with that:)
I try to balance against vanilla, not other mods.

Hmm..well my captain is usually in a morai.  NPC gets the Kratos and the AI isnt very good at kiting.  At least the not player AI..i swear the enemy AI is smarter!
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 14, 2016, 09:16:59 PM
Were both your ships under AI control?  Test AI vs AI, no captains,  and let me know your results
No, I played the battle twice - for both sides.
Now tested with AI too. Results are pretty much the same for Moros vs Xu: AI handles some variants even better than me (those requiring micromanaging many weapon groups). Multiple kills with little to no hull loss. Thanatos never managed to win, as expected, but dealt considerable damage.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: MesoTroniK on January 14, 2016, 09:20:24 PM
I need to play your mod more Celestis, but the cap ships feel well balanced to me with what time I have spent with them.

About the Xu, it really is an anti battlecruiser battlecruiser. Easily overpowers any cap ship that is not a full on battleship, yet lacks the mobility to disengage from heavier opponents.
Pocket battleship designation fits.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: HELMUT on January 25, 2016, 07:45:48 AM
I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.

It might be a good idea to write it down on the ship description.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on January 25, 2016, 08:59:27 AM
I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.

It might be a good idea to write it down on the ship description.
Oh, that is actually a bug) It shouldn't be able to do that.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on February 01, 2016, 10:06:15 AM
The poll yielded 2 most wanted features for the next release: capital carrier and new weapons.
So here is the WIP sprite for the first one:
(https://www.dropbox.com/s/wqu9f5b8dxr4l5b/pbc_erebus_cv.png?dl=1)
It will have slightly less bays than Astral, but will have a system capable of improving its fighter force. Fighter-heavy fleets might finally become a good option for PBC. Currently tweaking it as well as AI for existing stuff, and thinking of new weapons.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Garmine on February 01, 2016, 11:09:08 AM
That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on February 01, 2016, 11:13:02 AM
That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_O
Currently 3 large mounts: 1 ballistic and 2 missile. But I haven't made final decision yet.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Ahne on February 01, 2016, 11:31:15 AM
This ship looks gorgeous, great work celestis!
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on February 01, 2016, 01:52:08 PM
Looks awesome:)
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Gezzaman on February 04, 2016, 10:15:32 PM
amazing sprite as usual, looking forward to seeing what special ability you will give it
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Sabaton on February 05, 2016, 05:24:59 AM
Don't you think it's a bit too wide? And makes for an easy to shoot target?

That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on February 05, 2016, 06:19:54 AM
Don't you think it's a bit too wide? And makes for an easy to shoot target?

That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
Quite a bit)
It is not intended to be on the frontlines, despite its weapons. Astral has 2 large missile slots and 3 med energy, but do you really expose it? Capital carrier is way too precious to waste it that way. I consider these weapons more as emergency equipment (but something really long-range, like Hurricane, will definitely fit too).
There is something in what you say, though. I'm currently testing it with Omni shield and AI totally fails to raise it against MIRVs. Too fat, lol. Perhaps I'll give it a built-in accelerated shield hullmod...
Anyway, the system that I was talking about is going to prevent you from firing anything, so you are likely to keep it relatively far from battle most of the time.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on February 05, 2016, 06:02:14 PM
Equipping any kind of stasis beam lowers your flux per second stat to zero.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: Cik on February 05, 2016, 07:08:08 PM
>stasis beam

>puts your flux in stasis

unintended feature
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: grinningsphinx on February 05, 2016, 08:56:50 PM
yep:)....you could get around it by causing the stasis beam to draw 1 flux per second.
Title: Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
Post by: celestis on February 05, 2016, 11:03:15 PM
That is weird, because stasis/heavy stasis beams have 220/430 energy/second drain already, which is definitely bigger than zero. But weapon stats show NaN for flux/second for some reason. And the flux is definitely subtracted correctly in battle, so this seems like a pure UI bug.

edit: found the problem. Seems that zero DPS messed the stats up. Changed it to 1 and now stats are shown fine.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on February 06, 2016, 05:17:23 AM
1.4 update is out!
- New capital carrier: Erebus
- New ship system: projected shield
- Aidos system has a better chance hacking a missile (0.75->0.85)
- EMP MIRV is now significantly faster
- Increased smart charges damage, they now also deal some EMP
- Reduced Moros $ price a bit
- Flux destabilizer now costs much less flux to fire
- Slightly wider arcs for Moros rear large mounts
- New weapon: Thrasos fast torpedo (S)
- New weapon: Artemis autoblaster (M)
- New weapon: Supercharged blaster (S)
- Bugfix: Multi EMP no longer affects phased ships
- Bugfix: stasis beams now deal 1 DPS so that flux/second stat is displayed correctly
- Bugfix: created custom ionized shield AI, since fortress shield AI didn't work
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Gezzaman on February 07, 2016, 12:18:17 AM
ermagerddddddd keep up the great work mate!
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: HELMUT on February 18, 2016, 10:48:09 AM
I just finished a PBC campaign, finally reaching late game. I can give proper feedback on their ships, especially the big ones that i didn't do last time. Before i start, something strange i noticed, PBC is neutral with the lunatics of the Luddic Path, not sure it's intended.


The recent buff to the Orion drones made the ship quite a bit better. It's still not the ideal starter ship with its slowness, but at least it can fight on equal ground now that the drones can catch their target. Later on, it's an interesting addition in your fleet as it can lock-down faster crafts for your allies to catch them. However they are still fragile, and will explode a lot in larger battles.

The Scylla is a defensive Lasher. The reasonable weapon layout, impressive speed and surprising toughness makes it perfect for early game. It doesn't kill stuffs as fast as the Lasher though, and is a tiny bit more expensive.

The Pallas is still on the weak side. While its flux stats are some of the best in the frigate category, it's still slow, and lacks the firepower of its main competitors, the Wolf and Tempest (with its drone). The Graviton burst is still a very interesting PD system (and getting a few AI Pallas escorts works surprisingly well to repulse swarm of missiles). Still, extremely expensive, especially problematic during late game when you have to field as many ships as possible on the battlefield. Also, as Network Pesci said, the Graviton burst needs a beefier sound, the current one feel really weak (the same as a weapon shutting down i think?).

The Aura is more or less a carbon copy of the Omen. It got a bit more guns, but in return lose the High resolution sensor. Also, is there a difference between the Aura LR EMP and the Omen EMP emitter?

For the destroyers. The new Theseus is a mid-tech Enforcer that rely a bit more on its shield than its armor. A tiny bit more expensive, but otherwise identical. Also, the AI can even makes "safe" uses of the Nanite Paste system (that temporary disable all the systems on the ships, so very risky), which surprised me. It also makes for a very good SO ship, the Theseus was my flagship for quite a long time in my campaign.

The Aidos is a defensive carrier, it lacks the long range support ability of the Gemini and Condor, but instead can tank quite a bit more, and even have the flux to dish it out reasonably. One of the rare destroyer carriers you can bring to the frontline, at least against things of its size.

The Tethys isn't quite a combat freighter like the Mule, but more like a slightly better Tarsus, except in the cargo department. It's also surprisingly fast, making it trickier to catch in pursuit scenarios.

The Leto is a troop transport, and a pretty tough one. It definitely far much better than the Valkyrie in battle, thanks to its additional medium missile launcher. And at only for 3 supplies per deployment, it's the cheapest (and toughest) Pilum launcher platform in the game, might be a bit too cheap.

The Moira is a weaker Medusa with more armor, and is piloted the exact same way. The medium universal hardpoint allow for some originality though. Its phase skimmer system have a slightly longer range, but much longer cooldown, so you can't make a liberal uses of it like with the Medusa. However, the longer range make it much easier to pop out in the back of the enemy ship, and with your universal mounts, fire a Reaper in its engines. It was my first destroyer flagship, and i liked that ninja play-style quite a bit.

I don't remember what were the flux stats of the Kratos before the patch, but now it's (almost) identical to the Hammerhead. It's pretty much a clone of the vanilla ship, but with energy turrets. The biggest difference comes from the sideways missiles hardpoints, making rockets weapons unusable. With the new SS patch that'll remove the penalty of HEF, it'll probably be able to rival with the Hammerhead.

The biggest loser is the Nyx. It's reasonably tanky but very lightly armed, and its system is very situational. Either you're fighting Tri-Tachyons, and a Nyx might be good, either you're not, and you're better with a Theseus. On top of that, i'm not sure how the Phase Inhibitor will function with the rework of phase ships in 0.7.2.
Maybe rework so it can screw with the shield/cloak upkeep of enemies? It would makes it a more interesting support craft rather than a one trick pony. Also really expensive at 11 supplies/deployment.

For the cruisers. The Gaia is a nearly twice as cheap Apogee, but also nearly twice as fragile. Despite the large energy turret, it's still lightly armed, even including the needler drones (which lacks descriptions btw). It's an interesting support ship, however it really needs one or two escorts to survive on the frontline, and even then, its survivability isn't guaranteed.

The Phobos, despite its blocky appearance, is closer to the Eagle than the Dominator. For a very similar cost, the Phobos act as a weapon platform with roughly the same amount of firepower and toughness as the Eagle, but not its mobility. On the other hand, the Magnetic accelerator system, coupled with an officer with ordnance expertise, can hit even the fastest frigates. The effect is unfortunately quite short, and the cooldown pretty long.

The Aether didn't convinced me. It's very expensive at 28 supplies per deployment, extremely fragile and with only destroyer level firepower. The Multi-EMP emitter is pretty strong, but the long cooldown hurt it a lot. Also, unlike other PBC ships, i found the Aether to be starved on Ordnance Points, with barely anything left after mounting the weapons. Needless to say, it quickly lost its place in my fleet.

Now for the big ones. I got quite a shock when i read the stats of the Erebus. When you said in an earlier post that it had less launch bays than the Astral, i expected 4, not 10! It's also twice as armored as the Astral, but with worse shields. And while its PD coverage isn't quite as good, it compensate with a large hybrid turret. And the whole package is even a bit cheaper than its vanilla competitor.

I was very confused by its ship system at first, but that's because i used the PBC fighters that already have a shield. The projected shield system gives a shield system on the whole map to unshielded fighters, so Wasps, Talons, Broadswords, etc. Which is pretty incredible. The description said its temporary, but so far i haven't noticed it running out. Also, i don't know how strong is the shield it gives, or if it depends on the fighters.

The Moros was a bit of a deception, even with its recent turret arc buff. It's an hybrid between the Paragon and the Onslaught, with less armor but impressive flux dissipation. It works reasonably well as a mobile weapon platform, with a fleet built around it to provide fire-support. But it otherwise can't brawl against other battleships, despite its built in Flux Destabilizer (does that thing really works by the way?). Still, it's the best (only) option for a late game PBC fleet, it's reasonably tough, and bring a decent amount of firepower. I'm actually surprised it get the Ionized shield while the Thanatos have the interdiction drones, which would fit the Moros better in my opinion. Another thing, it always displays 0 flux per second for the weapons in the refit screen, probably due the built in weapon.

Speaking of the Thanatos, it's a battlecruiser, very similar to the Conquest in the way that it's fragile, with a crappy shield but very good flux dissipation. A better flagship and brawler than the Moros due to its improved mobility and frontal armament. It's the Hammer that break the enemy against the Moros Anvil. It still can't stand against Paragons and Onslaught by itself though, but at only 37 supplies, it's not supposed to anyway. This was my final flagship, i orbited my main deathball fleet, catching the ships that strayed too close, and brought some fire-support when a battleship tried to break my formation.

And that's all. Just another thing, for some reason i couldn't find a single Hypnos fighter, ever, might need to lower its rarity.


Overall, PBC is a pretty well balanced faction, asides from a few like the Erebus and Aether. PBC is definitely not part of the powerhouse factions like Blackrock, II or Shadowyard, but they still get the job done, and are quite fun to use, which is the main point. If i have to say one thing i disliked about PBC, it would be the lack of risks in the design of certain ships, like the Kratos, Aura or even Phobos, which are almost identical to their vanilla equivalent despite being so different in appearance. It's not a huge deal, but given the unique style of the faction, i have to say i expected something a bit more exotic. Still, i think you did a really good job with this mod.

tl;dr : Pretty, polished, balanced and blend well in the Starsector universe. Don't expect many surprises (good or bad) as it doesn't stray very far from vanilla ships despite their appearance.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Jonlissla on March 04, 2016, 06:06:32 AM
Any plans to update for the latest version? I have to admit I enjoy this mod incredibly much. The designs feels unique and I like the sprites.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on March 07, 2016, 07:27:50 AM
Sorry, I've been away for quite a while. Too busy, even haven't played 0.7.2 yet, but as soon as I have time I will definitely update PBC (and probably add something new).
@Helmut, thanks for such deep coverage! I will try to think of some way to make new stuff more unconventional)
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: SierraTangoDelta on March 07, 2016, 10:15:52 AM
I hope you get on it soon, PBC is one of my favorite factions. Your battlecruiser and battleships remind me of SHMUP bosses, which is awesome.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Tartiflette on March 08, 2016, 12:35:03 AM
So I took a peek at your scripts and I found a couple of things.

Your beam scripts interact with hull impact, but you aren't checking for Twig parts, that means they are useless against Scyan armored ships and some future Seeker ones. There is a getRoot() method in the lib to detect that easily.

You probably will also need to add checks against Templars or Exigency hulls when they get updated because they are shield-less factions and that could make those weapons god-tier against them.

Finally you left your whole project in the src, for now it's okay but after a while it will seriously bloat your download.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on March 12, 2016, 11:54:02 PM
Thanks for advice about Twig - I rarely play PBC agsinst Scy and Templars, so I just forgot about that.
You probably will also need to add checks against Templars or Exigency hulls when they get updated because they are shield-less factions and that could make those weapons god-tier against them.
What weapons exactly are you talking about? Stasis beams just lower speed, neutrino beam applies additional effect only if target is shielded, flux destabilizer raises flux cost for firing. I don't quite see possible issues with shield-less ships here.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Tartiflette on March 13, 2016, 12:59:23 AM
What weapons exactly are you talking about? Stasis beams just lower speed, neutrino beam applies additional effect only if target is shielded, flux destabilizer raises flux cost for firing. I don't quite see possible issues with shield-less ships here.
Being able to apply those effect automatically seems unfair and could throw of the balance when use in combination of other weapons. A Hellbore+Stasis combo would be devastating against an un-shielded faction. Especially since those ships often rely on maneuverability to avoid the brunt of the incoming fire.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on March 13, 2016, 05:11:29 AM
As well as fast ships can easily outmanuever most PBC ships and avoid fire. It won't be "fair" to disable stasis effect for, say, Exigency ships, and keep it enabled for Hound too. And making effect apply only to shielded targets will create an easy counter.
Each faction has its strenths and weaknesses, and PBC was intended to be able to power down many of the common advantages like speed and phase cloak. I'd rather watch how it turns out before making adjustments to these effects.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Tartiflette on March 13, 2016, 05:22:04 AM
As well as fast ships can easily outmanuever most PBC ships and avoid fire. It won't be "fair" to disable stasis effect for, say, Exigency ships, and keep it enabled for Hound too. And making effect apply only to shielded targets will create an easy counter.
Each faction has its strenths and weaknesses, and PBC was intended to be able to power down many of the common advantages like speed and phase cloak. I'd rather watch how it turns out before making adjustments to these effects.
Oh I'm not suggesting removing the effect for those factions, but just maybe tone it down. I had the issue with Scy's Singularity Torpedoes that utterly wrecked Templars if you managed to land a hit. Maybe those beams will be fine, but you should probably keep an eye out for those kind of issues.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on March 13, 2016, 05:28:45 AM
Oh I'm not suggesting removing the effect for those factions, but just maybe tone it down. I had the issue with Scy's Singularity Torpedoes that utterly wrecked Templars if you managed to land a hit. Maybe those beams will be fine, but you should probably keep an eye out for those kind of issues.
That is quite reasonable. I'll try to check that when I coma across new updates. It won't be a problem to adjust effect level for some hulls, if this really becomes a problem.
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: Abyz on March 18, 2016, 08:12:39 AM
I need PBC!
Title: Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
Post by: celestis on March 18, 2016, 10:16:46 AM
I need PBC!
Good news everyone, that scream prevented me from postponing the release for tomorrow, so PBC 1.5 is already out! =)

Changes:
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: Abyz on March 18, 2016, 01:04:44 PM
Yessssssssssss!
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: HELMUT on March 18, 2016, 01:16:03 PM
Any chances of having a quick fix for the Erebus? Ship's OP.
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: radekplug on March 18, 2016, 03:54:39 PM
Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.
how get start fleet for nexelin by playing as pbc?
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: celestis on March 18, 2016, 11:33:04 PM
Any chances of having a quick fix for the Erebus? Ship's OP.
I haven't yet decided what to do with it. Perhaps I'll just removed about 2 decks, but quickfix is unlikely: next update will contain something new too. If this really annoys you, such a seasoned modder like you can easeily adjust the files to your liking w/o waiting for the fix.

Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.
how get start fleet for nexelin by playing as pbc?
Last time I played Nex with PBC it was working fine, you just need to select the starting race from "P" group.
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: SierraTangoDelta on March 19, 2016, 11:33:37 AM
*** yeah, this is one of my favorite mods. Gonna start a brand new character soon.
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: celestis on May 07, 2016, 03:46:25 AM
Finally found some time to continue development. Check out 2 new frigate sprites:
(https://www.dropbox.com/s/o97hp8vqt9e59ct/pbc_lyssa_ff.png?dl=1)(https://www.dropbox.com/s/my4gra7r80y1vul/pbc_hera_ff.png?dl=1)
Any ideas what kind of a built-in super gun to mount on #1? Perhaps it will have a system that will toggle long/short range for this weapon, but I'm still in the very start of thinking it over...
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: NCMagic on May 20, 2016, 10:54:33 AM
What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: Mr. Nobody on May 20, 2016, 02:28:45 PM
What about something that impart momentum to a ship over a long time?

Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.

Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.

Or maybe it just attract the ship to the one that has fired the weapon, and the ship has quite the amount of armor?
Title: Re: [0.7.2a] Pegasus Belt Council v1.5 (update 2016-03-18)
Post by: celestis on May 22, 2016, 11:43:59 AM
Quote
What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?
Had something like that in mind at start, but then I remembered that one of the SS+ cruisers has exactly built-in
Quote
slow longrange projectile mode that slowly splits into multiple shards
...
Quote
Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.
I suppose the weapon should be quite decent at dealing damage as well, because it is this ship's main gun after all.
Quote
Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.
Well, that is definitely original, I like the idea. Shooting several ships might be a bit too much, but maybe a sort of AoE singularity that will drag nearby ships to itself for a short period of time? Or, as you proposed, a magnet, that could be represented by 2 or more "tractor" beams coming out of the projectile.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: celestis on August 27, 2016, 12:20:48 AM
New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:
(https://www.dropbox.com/s/gznh5szt8ag4ihq/pbc_gration_ca..png?dl=1)
Check it out!
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: HELMUT on August 27, 2016, 09:41:32 AM
That's a pretty cool looking ship, although i'm not sure if an unshielded and (i assume) non-phase ship is going to work out really well.

Otherwise, the download link is down :

Code
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<RequestId>AC6C06B7AB5581A5</RequestId>
<HostId>
CIjuuaFfGsM6xg6kY6BryqkAtRRw1SZjorMGwT6GAfPtnqLvC/HktNasZl6LuTndb9l4xhoT55U=
</HostId>
</Error>
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: Weltall on August 27, 2016, 10:38:46 AM
Bitbucket seems to have had a bad time today. All bitbucket downloads were down for a while.

PS: I never new in general PCB was such an awesome faction.. until they recently kicked my butt XD It was worth it thought, since I got a Moros out of it~

New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:
(https://www.dropbox.com/s/gznh5szt8ag4ihq/pbc_gration_ca..png?dl=1)
Check it out!

It looks so beautiful.. It is rare to see a large spaceship shaped closer to an actual aircraft. I am already in love with it.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: DownTheDrain on August 27, 2016, 11:19:26 AM
New ship looks great.
Shame it's unshielded, so I guess the only time I'll ever get to see it is when I'm shooting at it.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: Weltall on August 27, 2016, 11:45:02 AM
Being one that does not like unshielded ships myself, I think a front shield Emitter would be an option for this. It has 150 OP, which for a normal Cruiser it is quite high. Btw, what is the Omni Armour?
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: celestis on August 27, 2016, 01:51:40 PM
I wouldn't be so skeptical about the lack of the shield - it has excellent armour and damper field, so even reapers will have hard time killing it. There's a new mission with it being the flagship, give it a try!
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: celestis on August 27, 2016, 01:54:07 PM
Being one that does not like unshielded ships myself, I think a front shield Emitter would be an option for this. It has 150 OP, which for a normal Cruiser it is quite high. Btw, what is the Omni Armour?
Omni armour is a built-in hullmod that reduces HE,EMP,beam and engine damage to armour and hull:
Code
        stats.getHighExplosiveDamageTakenMult().modifyMult(id, 0.5f);
        stats.getEmpDamageTakenMult().modifyMult(id, 0.25f);
        stats.getEngineDamageTakenMult().modifyMult(id, 0.5f);
        stats.getBeamDamageTakenMult().modifyMult(id, 0.75f);
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: NightfallGemini on October 05, 2016, 11:01:37 PM
Loving the new unshielded ship. Can confirm it takes an Imperium planetbreaker nuke to the face and keeps going like a god damn champ.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: HELMUT on October 22, 2016, 09:36:23 AM
Got a crash in the middle of a battle between DME/II vs PBC. Fortunately the second attempt went without crash.

Code
663597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I'm seeing some "EmpArcEntity" thing here, and given the Aether was the only EMP ship on the field, i assume the bug is coming from its system.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: celestis on October 22, 2016, 12:12:24 PM
Got a crash in the middle of a battle between DME/II vs PBC. Fortunately the second attempt went without crash.

Code
663597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I'm seeing some "EmpArcEntity" thing here, and given the Aether was the only EMP ship on the field, i assume the bug is coming from its system.
Thanks for report, I'll take a look at that. Not sure about the cause though, the callstack doesn't contain any PBC scripts, looks like some deferred core logic went down, perhaps something is incorrect about arc spawn. Do you remember if there were any destroyed ships/unusual objects near Aether in that moment?
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: HELMUT on October 22, 2016, 01:15:33 PM
I don't know, i wasn't looking around the Aether when it crashed, but it given it was a pretty big battle, there were certainly many fighters wrecks drifting around it.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: MesoTroniK on January 22, 2017, 09:03:28 PM
Celestis, an issue I noticed with your mod is that many of the sounds are stereo when they all should be mono. A stereo sound in SS messes with the positional audio which will result in the volume as played in game often sounding far louder than it should be. This is especially noticeable with the Lyssa's built-in weapon, but is also a problem shared by other things as well although not all of the sounds.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: Weltall on February 21, 2017, 12:29:53 AM
My game crashed while I was trying to bring up the menu to go to options. It happened in the Hybrazil system and there were no PBC fleets in sight.

Code
16442114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.shipsystems.scripts.PbcProjectedShield]
java.lang.RuntimeException: Problem loading class [data.shipsystems.scripts.PbcProjectedShield]
at com.fs.starfarer.loading.scripts.ScriptStore.?0000(Unknown Source)
at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.?0000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at data.shipsystems.scripts.PbcProjectedShield.<init>(PbcProjectedShield.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 27 more

Since I play with quite some mods, just in case some other might be at fault, this is my mods list. (Sorry for the weird list naming).
Spoiler
00a - GraphicsLib 1.0.3
Quote
00a - LazyLib 2.1
00a - TwigLib 0.6.11
00b - Combat Chatter 1.6.1
00b - Common Radar 2.3
00b - Console Commands 2.7
00b - Lightshow 1.21 FOR SSP
00b - Lion's Guard 0.03a - NOT for Dynasector
00b - Simulator Overhaul 1.2b
00b - Target Practice 1.1
00b - Upgraded Rotary Weapons 1.2
00b - Version Checker 1.6
00c - Steiner Foundation 1.1.1
01 - Nexerelin 0.7.6d
01 SSP - Audio Plus 1.0.1
01 SSP - DynaSector 1.0.6
01 SSP - Ship and Weapon Pack 1.1.3
01 SSP - Starsector Plus 3.6.1
02 - Citadel Conglomerate 0.8.3b with Blaze's and Orikson's patch
02 - Diable Avionics 1.71RC1
02 - Interstellar Imperium 1.14.0
02 - Junk Pirates 2.5.5
02 - Knights Templar 0.9.6b
02 - Mayorate 0.9.2
02 - Scy Nation 1.11RC2
02 - Shadowyards Reconstruction Authority 0.6.0.6a3
02 - Tiandong Heavy Industries 1.1.2
02 - Underworld 1.0.4
N0 - AI War 0.3.1b
N0 - Dassault-Mikoyan Engineering 0.9.4b
N0 - Metelson industries a2.95b
N0 - Neutrino Corp. 1.83RC4.3
N0 - P9 Colony Group 0.48
N0 - Pegasus Belt Council 1.6
N0b - ApproLight 0.4.6a-f1
N0b - Flu-X 1.0
N0b - New Galactic Order 1.04c offered by Orkinson
N1 - Tore Up Plenty 7d
N1b - ICE - Idoneus Citadel Exiles 0.3.3LTS-1c
[close]
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: Midnight Kitsune on February 21, 2017, 01:29:38 AM
Sounds like it could have been an issue with the random picked out variant when you use the escape button menu
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: Weltall on February 21, 2017, 01:40:16 AM
Yeah I thought of that too. At least checking the variants through the Codex did not crash the game.
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: lechibang on September 27, 2017, 02:25:27 AM
Would this be update anytime soon???
Title: Re: [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
Post by: BYarchitect on December 19, 2017, 02:57:34 AM
in 2018 will update the mod?